(P)REVIEWS - Civilization IV: Beyond the Sword Review by Solver
Taking over the enemy, one city at a time
BtS Warfare Pros: Siege weapons relegated to a support role and can't be the main attacking force anymore. Air unit promotions added and the balance of air combat is improved dramatically. Missiles are fun.
BtS Warfare Cons: A few navy-specific promotions would be nice. It might be a bit too easy to hole up in cities.
BtS Warfare Tips: Build more ships for blockading and escorting missile carriers. Plan your air operations more carefully. Promote your siege weapons with Bombard.
While the biggest additions to Beyond the Sword
are related to peaceful activities or alternative methods of hurting your
rivals, combat and warfare have also received a bunch of significant changes.
Overall, these changes make warfare a little less powerful (or harder to do,
which is essentially the same thing), which, in my opinion, pretty much takes
the balance back to what it was before Warlords. Warlords boosted warfare with
the addition of Great Generals and some of its tweaks, and BtS counteracts
those changes in part.
The biggest change to combat in Beyond the
Sword is how siege weapons work. They have been changed in several ways. First
and foremost, siege weapons can no longer kill units on the attack. Instead,
they have a maximum amount of damage that they can do and, if they do that
amount of damage, they withdraw. This change has major implications. Huge
stacks of Catapults with a little bit of other unit support will no longer do,
because you need something to finish the defenders off with once you have dealt
as much damage as you can with your siege.
Catapults and Trebuchets are now weaker than they
were in Warlords, losing their ability to kill. Trebuchets promoted with City
Raider II were excellent city attackers; they would have very good raw strength
and would make subsequent attacks easier through their collateral damage. In
BtS, they do retain excellent survival chances but are again demoted to a
support role, as you need some other troops to finish the defenders off.
In addition, siege weapon bombardment math has
been changed to actually make some sense. Bombardment percentage is now a fixed
number, and defences will be reduced by that much. So if a Catapult (which can
reduce city defenses by 8%) bombards a city with 60% defense, the city will
then have 52% defense. The immediate implication is that sieges now take longer
given the same amount of siege units as in Warlords. Pulling off an attack that
reduces defenses to 0% in one turn is more challenging now. At the same time,
this change does increase the value of the Bombard promotion. It is also harder
to gain experience with siege weapons, of course, given their inability to
kill.
If there is anything I can say for sure, it is
that these changes to siege weaponry will cause a good amount of controversy in
the community. Warmongers will need to tweak their strategies to take these
changes into account. Conquest may have become somewhat harder with these
changes, but you can still conquer effectively as you tweak your strategies.
To finish with siege weapons, there’s another
important change – the Charge promotion is now available with Combat I as
opposed to Combat II, making it easier to get units that can counter siege
weapons effectively. It is particularly important in the early game, as you may
want Horse Archers with Charge.
There are also later changes to combat. One
notable tweak is that the timeframe at around Military Tradition has been
changed. Military Tradition now gives Cuirassiers, which are mounted units with
strength of 12, an intermediate step between Knights and Cavalry. Cavalry now
also requires Rifling in addition to Military Tradition. Also, a new
technology, Military Science, has been introduced (available with Chemistry),
enabling Military Acadamies and Grenadiers. Unfortunately, a bug has made its
way into the retail version which allows Military Acadamies to be built without
the required technology.
Switching units around like that pushes
Grenadiers back somewhat, allowing Musketmen to remain active longer, and also
avoids the problem of having any one technology provide too much and thus
become a military powerhouse.
Some new ships have also been added in that
timeframe. It’s no longer Frigates against other Frigates. Military Science and
Astronomy now give Ships of the Line. They have strength of 8 with a 50% combat
bonus against Frigates, but they ar also slower at only 3 movement. And
Astronomy + Chemistry provides the immensely fun Privateers. Those of you who
have played Civ3 will remeber that Privateers are hidden nationality ships –
you can not see who they belong to. As a consequence, they can attack or be
attacked at any time without declaring war. Privateers can be used to pillage
enemy seafood or try and intercept Galleons while you are at peace. That is
quite pleasant, but at strength 6, they are usually unable to hold their own
against Frigates.
Privateers also have another fun feature - they
are better at blockading than other ships. When a Privateer blockades enemy
trade, it will also provide you with plunder money every turn. It’s not much,
but still nice. Of course, you can use Privateers to blockade enemy coastal
tiles even at peace, making them unable to work their sea tiles. On the
downside, a Frigate will probably come by and sink your Privateer before long.
Moving further along the timeline, combat sees
some more changes. Air combat has been changed considerably. I am quite partial
to these changes. First, I feel that air combat in general and Bombers
specifically were never balanced properly in Civ4 – a problem that became
critical to fix in BtS because of the late-game emphasis and better AI. Second,
the way aerial combat works in BtS is, for the most part, my design, which
makes me partial to these changes and makes me want to believe that they are
good.

The first big change is that defending
interceptor planes can now intercept multiple times per turn. Interception
probability for Fighters is 100% at full health and drops as their health
decreases. Therefore, if your enemy has 3 Fighters in the area, you can no
longer be certain that, after the 3rd time you’re intercepted, you’re
completely safe.
You will also note that you can no longer base
an unlimited number of airplanes in a city. Cities without airports are now
limited to four planes. This is to prevent situations where, after capturing
one city on a foreign continent, you would fly in your entire airforce and base
it there, immediately creating complete air superiority. As a side effect, this
change also makes Carriers more important. During offensive operations, you
must now decide carefully how many aircraft slots to use for Fighters and how
many for Bombers. Going in with only Fighters will give you very good defensive
capabilities but very limited aerial attack capabilities, whereas going in with
Bombers only will leave you too vulnerable to enemy air units.
Forts now also serve as aircraft bases,
increasing their usefulness (in addition, ships can enter Forts, making them
useful as canals). Bottom line is, aerial assaults need more planning and are
no longer risk-free. With the increased interception chances, you can no longer
pound any enemy army into oblivion as long as you have enough Bombers. You can
actually lose the majority of your air force now!
To make things more fun, airplanes also gain
experience and have promotions now. Other than the standard Combat line
promotions and Pinch and Ambush, there are also Interception promotions,
increasing the interception chance, Range promotions increasing the airplane’s
operational range and an Ace promotion, increasing the chance to evade
interception. Life is no longer unfair, units of every domain now get
promotions.
Speaking of air combat, I should also mention
Airships. They are early air units, available with Physics. No good in combat,
they make for good recon units and are even able to see Submarines. In combat,
you can use them to deal 10% of damage to opposing units, but it is not really
significant.
Further adding to the changes in modern
warfare, there are new modern ships and missiles. There are two types of
missiles – Tactical Nukes and Guided Missiles. Tactical Nukes are short-range
nuclear weapons that have a 50% chance of avoiding interception, while Guided
Missiles are conventional missiles that can never be intercepted. These work
well in conjunction with Submarines, which are now able to carry 3 missiles.
Guided Missiles are an excellent way to strike
at enemy tile improvements. In the Modern age, I try to position
missile-carrying subs in strategic locations before I invade, so that I can
open with a missile strike against enemy Oil wells, if they are within the
missile strike range. Tactical Nukes, if you’re willing to use them, are the
ultimate weapon against coastal cities. You can use one to nuke a coastal city
and then move in with Marines to mop up the defenders. Coastal cities are more
attractive to have in BtS, but they are also more prone to surprise attacks
because of missiles.
With Submarines now being missile carriers,
there’s also an Attack Submarine. It’s a version that does not carry missiles,
however, receives a 50% combat bonus against regular subs. Completing the new
ship lineup are the Stealth Destroyer (also strength 30, but invisible) and the
Missile Cruiser, an upgrade for Battleships, also strength 40 but with the
ability to carry up to 4 missiles. Missile Cruisers are the ultimate naval
weapon. They posess a great advantage when attacking, as they can first launch
Guided Missiles to weaken the opposing stack, if it is of equal strength, and
then move in for the kill.
Navies are more relevant in BtS with the
introduction of blockades, and missiles add some extra tactical elements, the
one thing lacking from naval combat are more promotions. No naval promotions
have been added, and a couple of them would probably add an extra measure of
fun to ocean fights. Can’t have everything!
Finally, there are fun new late-game land
units. Paratroopers (them requiring Fascism is clearly a case of artistic
license) can perform airdrops from cities or forts with a range of 5 tiles, and
then there are Mobile SAM and Mobile Artillery, providing fast (2 moves)
anti-air and siege support respectively. [ ... Previous Page | Next Page ... ]